//Called every frame void Update() { if (Input.GetKey(KeyCode.Mouse0) && attackReady) { //left click attack attackReady = false; var dir = ((Vector2)(Camera.main.ScreenToWorldPoint(Input.mousePosition) - transform.position)).normalized; float delay = player.basicAttack(dir); Invoke("enableAttack", delay); NetworkingManager.send_next_packet(DataType.Trigger, player.playerID, new List <Pair <string, string> > { new Pair <string, string>("Attack", "0"), new Pair <string, string>("DirectionX", dir.x.ToString()), new Pair <string, string>("DirectionY", dir.y.ToString()) }); } else if (Input.GetKey(KeyCode.Mouse1) && attackReady && specialReady) { //right click attack attackReady = false; specialReady = false; var dir = ((Vector2)(Camera.main.ScreenToWorldPoint(Input.mousePosition) - transform.position)).normalized; float[] delay = player.specialAttack(dir); Invoke("enableAttack", delay[0]); Invoke("enableSpecial", delay[1]); NetworkingManager.send_next_packet(DataType.Trigger, player.playerID, new List <Pair <string, string> > { new Pair <string, string>("Attack", "1"), new Pair <string, string>("DirectionX", dir.x.ToString()), new Pair <string, string>("DirectionY", dir.y.ToString()), }); } }
internal static bool Prefix(NetworkingManager __instance, string serverTitle, string password, int maxPlayerCount) { Network.InitializeSecurity(); try { __instance.password_ = password; __instance.serverTitle_ = serverTitle; G.Sys.GameData_.SetString("ServerTitleDefault", __instance.serverTitle_); __instance.maxPlayerCount_ = Mathf.Clamp(maxPlayerCount, 1, Mod.Instance.Config.MaxPlayerCount); G.Sys.GameData_.SetInt("MaxPlayersDefault", __instance.maxPlayerCount_); const int num = 1; int connections = __instance.maxPlayerCount_ - num; NetworkConnectionError networkConnectionError = Network.InitializeServer(connections, 32323, true); if (networkConnectionError != NetworkConnectionError.NoError) { G.Sys.MenuPanelManager_.ShowError("Failed to create game lobby. Error code: " + networkConnectionError.ToString(), "Network Error", null, UIWidget.Pivot.Center); } } catch (Exception ex) { Debug.LogError(ex.Message); Mod.Instance.Logger.Exception(ex); } return(false); }
/*--------------------------------------------------------------------------------------- * -- FUNCTION: OkDropButtonOnClick * -- DATE: 10/03/2016 * -- REVISIONS: * -- DESIGNER: Joseph Tam-Huang * -- PROGRAMMER: Joseph Tam-Huang * -- INTERFACE: public void OkDropButtonOnClick() * -- RETURNS: void * -- NOTES: * -- Checks that the amount trying to be dropped is allowed. If yes, send a DropItem * -- network message, otherwise update the error message. * ----------------------------------------------------------------------------------------*/ public void OkDropButtonOnClick() { Debug.Log("ok drop clicked"); _drop_amt = int.Parse(_amt_input_field.GetComponent <InputField>().text); if (_drop_amt > 0 && _drop_amt <= _amt) { // Send Network message List <Pair <string, string> > msg = _world_item_manager.CreateDropItemNetworkMessage(_item.id, _drop_amt, _inv_pos); NetworkingManager.send_next_packet(DataType.Item, (int)ItemUpdate.Drop, msg, Protocol.TCP); // Pretend that a drop message was received if (Application.platform != RuntimePlatform.LinuxPlayer) { _world_item_manager.ReceiveItemDropPacket(_world_item_manager.ConvertListToJSONClass(msg)); } GameData.MouseBlocked = false; Deactivate(); } else { _error_text.text = "Invalid amount"; } }
private void OnEnable() { if (instance != this) { if (instance != null) { enabled = false; } else { instance = this; } } var identifiers = FindObjectsOfType <StudentIdentifier>(); //foreach (var identifier in identifiers) //{ // if (identifier.name.ToLower().Contains("voice")) // voiceWand = identifier; //} GameObject wand = (GameObject)NetworkingManager.LoadNetworkedPrefab("StudentSelectWand"); voiceWand = NetworkingManager.Instantiate(wand).GetComponent <StudentIdentifier>(); if (voiceWand) { voiceWand.studentSelected.AddListener(StudentSelectedForVoice); } studentsRequesting = new List <int>(); }
void died(JSONClass packet) { if (GameData.LobbyData[playerID].TeamID == GameData.MyPlayer.TeamID) { GameData.EnemyTeamKillCount++; } else { GameData.AllyTeamKillCount++; } NetworkingManager.Unsubscribe(DataType.Player, playerID); GameData.PlayerPosition.Remove(playerID); Destroy(gameObject); if (playerID == GameData.AllyKingID) { GameManager.instance.GameLost(); } if (playerID == GameData.EnemyKingID) { GameManager.instance.GameWon(); } }
public void Start() { manager = GetComponent <NetworkingManager>(); loginCreatureComforts = FindObjectOfType <LoginCreatureComforts>(); DontDestroyOnLoad(this.gameObject); manager.Connect(); }
void Awake() { myID = 0; regenerate = false; alive = new bool[9]; manager = gameObject.GetComponent <NetworkingManager>(); }
private void escolherEmpresa() { #if ACME_CO NetworkingManager.loadEmpresa(choices, PlaceholderData.acmeCo, s => mensagem(s, escolherEmpresa)); escolherCPF(); return; #elif TIO_PATINHAS_BANK NetworkingManager.loadEmpresa(choices, PlaceholderData.tioPatinhasBank, s => mensagem(s, escolherEmpresa)); escolherCPF(); return; #else foreach (string nomeEmpresa in PlaceholderData.nomeEmpresas) { createUI(basic_button) .setText(nomeEmpresa) .setOnClick(() => { clearUI(); loading("Carregando informações da empresa..."); if (NetworkingManager.loadEmpresa( choices, nomeEmpresa, s => mensagem(s, escolherEmpresa, doClearUI: true))) { clearUI(); escolherCPF(); } }); } #endif }
/*--------------------------------------------------------------------------------------------------------------------- * -- METHOD: ReturnToMenu * -- * -- DATE: March 25th, 2016 * -- * -- REVISIONS: N/A * -- * -- DESIGNER: Carson Roscoe * -- * -- PROGRAMMER: Carson Roscoe * -- * -- INTERFACE: void ReturnToMenu(void) * -- * -- RETURNS: void * -- * -- NOTES: * -- Cleanup all data & networking code since the game is over when this is invoked. Essentially reset everything * ---------------------------------------------------------------------------------------------------------------------*/ public void ReturnToMenu() { NetworkingManager.instance.ResetConnections(); NetworkingManager.ClearSubscriptions(); GameData.LobbyData.Clear(); GameData.aiSpawn = new Pair <int, int>(10, 10); GameData.AllyKingID = -1; GameData.EnemyKingID = -1; GameData.AllyTeamKillCount = 0; GameData.EnemyTeamKillCount = 0; GameData.GameStart = false; GameData.InputBlocked = false; GameData.IP = "192.168.0."; GameData.ItemCollided = false; GameData.MouseBlocked = false; GameData.Seed = 0; GameData.TeamSpawnPoints.Clear(); GameData.PlayerPosition.Clear(); GameData.MyPlayer = new PlayerData(); GameData.GameState = GameState.Playing; GameData.CurrentTheme = Themes.Grass; Destroy(NetworkingManager.instance); Destroy(Inventory.instance); Destroy(WorldItemManager.Instance); //Application.LoadLevel("MenuScene"); }
private static void Send(string packet) { if (NetworkingManager.TCP_Send(packet, 256) < 0) { Debug.Log("[Debug]: SelectTeam(): Packet sending failed\n"); } }
/*--------------------------------------------------------------------------------------------------------------------- * -- FUNCTION: SendLaserPacket * -- * -- DATE: March 16, 2016 * -- * -- REVISIONS: * -- * -- DESIGNER: Carson Roscoe * -- * -- PROGRAMMER: Carson Roscoe * -- * -- INTERFACE: void SendLaserPacket() * -- * -- RETURNS: void * -- * -- NOTES: * -- Sends a packet to the networking manager to tell it that you have fired a gunner special shot. * ---------------------------------------------------------------------------------------------------------------------*/ void SendLaserPacket() { var member = new List <Pair <string, string> >(); member.Add(new Pair <string, string>("playerID", playerID.ToString())); NetworkingManager.send_next_packet(DataType.SpecialCase, (int)SpecialCase.GunnerSpecial, member, Protocol.UDP); }
// Update is called once per frame void Update() { if (EndGameCanvas == null) { if (NetworkingManager.GetLocalPlayer() != null) { EndGameCanvas = NetworkingManager.GetLocalPlayer().GetComponentInChildren <EndGameCanvasScript>().gameObject; EndGameCanvasScript canvasscript = NetworkingManager.GetLocalPlayer().GetComponentInChildren <EndGameCanvasScript>(); WinObject = canvasscript.WinObject; } else { return; } } ThirtyTimerPlaceHolder = PlayerPrefs.GetFloat("30mTimer"); if (PlayerPrefs.GetInt("ThirtyMinuteTimer") == 1 && GameObject.Find("1LeverHandle(Clone)").GetComponent <LeverScript>().GameOver == false || PlayerPrefs.GetInt("ThirtyMinuteTimer") == 1 && GameObject.Find("2LeverHandle(Clone)").GetComponent <LeverScript>().GameOver == false) { TimerPlaceHolder -= Time.deltaTime; float b; b = TimerPlaceHolder; PlayerPrefs.SetFloat("30mTimer", b); } ThirtyTimerPlaceHolder = PlayerPrefs.GetFloat("TimeElapsedTimer"); if (PlayerPrefs.GetInt("TimeElapsed") == 1 && GameObject.Find("1LeverHandle(Clone)").GetComponent <LeverScript>().GameOver == false || PlayerPrefs.GetInt("TimeElapsed") == 1 && GameObject.Find("2LeverHandle(Clone)").GetComponent <LeverScript>().GameOver == false) { ThirtyTimerPlaceHolder += Time.deltaTime; float b; b = ThirtyTimerPlaceHolder; PlayerPrefs.SetFloat("TimeElapsedTimer", b); } }
/*-------------------------------------------------------------------------------------- * -- FUNCTION: OnTriggerEnter2D * -- DATE: 05/03/2016 * -- REVISIONS: * -- DESIGNER: Joseph Tam-Huang * -- PROGRAMMER: Joseph Tam-Huang * -- INTERFACE: void OnTriggerEnter2D(Collider2D other) * -- Collider2D other: The collider box of the other GameObject * -- RETURNS: void * -- NOTES: * -- The trigger_entered flag is enabled when the player comes into contact with the * -- collider box of the world item for the first time. * -----------------------------------------------------------------------------------------*/ void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.tag == "Player" && other.gameObject.GetComponent <BaseClass>().playerID == GameData.MyPlayer.PlayerID) { _trigger_entered = true; // Send item pickup message once if gold if (Inventory.instance.CheckIfItemCanBeAdded(item.stackable, item.id)) { if (autolootable) { int player_id = GameData.MyPlayer.PlayerID; List <Pair <string, string> > msg = new List <Pair <string, string> >(); msg = _world_item_manager.CreatePickupItemNetworkMessage(world_item_id, player_id, item.id, amount); NetworkingManager.send_next_packet(DataType.Item, (int)ItemUpdate.Pickup, msg, Protocol.TCP); _tooltip.Deactivate(); // Pretend that a pickup event was received if (Application.platform != RuntimePlatform.LinuxPlayer) { StartCoroutine(WorldItemManager.Instance.WaitSmallDelayBeforeReceivePickupPacket(WorldItemManager.Instance.ConvertListToJSONClass(msg))); } } } else { StartCoroutine(Inventory.instance.DisplayInventoryFullError()); } } }
/*--------------------------------------------------------------------------------------------------------------------- * -- METHOD: sleep * -- * -- DATE: April 3rd, 2016 * -- * -- REVISIONS: N/A * -- * -- DESIGNER: Dhivya Manohar * -- * -- PROGRAMMER: Dhivya Manohar * -- * -- INTERFACE: IEnumerator sleep(void) * -- * -- RETURNS: void * -- * -- NOTES: * -- Wait 5 seconds and then invoke all cleanup code and close the game. * ---------------------------------------------------------------------------------------------------------------------*/ IEnumerator sleep() { yield return(new WaitForSeconds(5)); System.Diagnostics.Process.GetCurrentProcess().Kill(); NetworkingManager.instance.ResetConnections(); NetworkingManager.ClearSubscriptions(); }
void Awake() { if (instance == null) //Check if instance already exists instance = this; //if not, set instance to this else if (instance != this) //If instance already exists and it's not this: Destroy(gameObject); //Then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager. DontDestroyOnLoad(gameObject); //Sets this to not be destroyed when reloading scene }
private void Init() { if (initialized) { return; } initialized = true; networkingManager = (NetworkingManager)target; }
public void ButtonExitToMainMenu() { AudioManager.PlaySFX(EnumAudioId.Button); Toast.MakeText(EnumToast.Debug, "Disconnected from lobby!"); NetworkingManager.DisconnectFromLobby(); EventManager.Raise(new GameResetEvent(DefynModules.EventCore.Definitions.E.Launch)); UIManager.FlushPanel(); UIManager.RenderPanel(EnumUI.MainMenu); }
/*---------------------------------------------------------------------------- * -- Attempt to place a building to where the mouse is at when an left click * -- event is triggered. Assigns the corresponding attributes to the Building * -- component. * -- Interface: private bool PlaceBuilding(GameObject building) * -- [building] Building that will be placed * -- programmer: Jerry Jia, Thomas Yu * -- @return: void * ------------------------------------------------------------------------------*/ private bool PlaceBuilding(GameObject building) { // Construct a vector of where the Gameobject will be placed Vector3 buildingLocation = new Vector3((int)currFramePosition.x, (int)currFramePosition.y, -2); // Check if it is a valid location to place the building if (!CheckValidLocation(building)) { return(false); } // Set the color transparency shop.Selected.Building.GetComponent <SpriteRenderer>().color = new Color(1f, 1f, 1f, 1f); SetAllCollidersStatus(building, true); // Indicate that the item has been successfully bought and placed ItemBought = false; //weird merge conflict here (END) placementRange.SetActive(false); print("x: " + building.transform.rotation.x + " y: " + building.transform.rotation.y + " z: " + building.transform.rotation.z); if (Application.platform == RuntimePlatform.LinuxPlayer) { // Send the packet, with Team ID, user name, and the message input List <Pair <string, string> > packetData = new List <Pair <string, string> >(); packetData.Add(new Pair <string, string>(NetworkKeyString.TeamID, GameData.MyPlayer.TeamID.ToString())); packetData.Add(new Pair <string, string>(NetworkKeyString.XPos, buildingLocation.x.ToString())); packetData.Add(new Pair <string, string>(NetworkKeyString.YPos, buildingLocation.y.ToString())); packetData.Add(new Pair <string, string>(NetworkKeyString.ZPos, buildingLocation.z.ToString())); packetData.Add(new Pair <string, string>(NetworkKeyString.XRot, building.transform.rotation.x.ToString())); packetData.Add(new Pair <string, string>(NetworkKeyString.YRot, building.transform.rotation.y.ToString())); packetData.Add(new Pair <string, string>(NetworkKeyString.ZRot, building.transform.eulerAngles.z.ToString())); packetData.Add(new Pair <string, string>(NetworkKeyString.BuildType, ((int)buildType).ToString())); var packet = NetworkingManager.send_next_packet(DataType.UI, (int)UICode.BuildingCreation, packetData, Protocol.NA); Send(packet); } else { GameObject testBuild = (GameObject)Instantiate(building, buildingLocation, building.transform.rotation); testBuild.GetComponent <Building>().placing = false; if (testBuild.GetComponent <Building>().type == Building.BuildingType.Turret) {// testBuild.GetComponent <AI>().instantTurret(2, 40, 2, 15, 15); //testBuild.GetComponent<AI>().instantTurret(2, 40, GameData.MyPlayer.TeamID, 15, 15); Debug.Log("Instant turret 2"); } } Destroy(building); return(true); }
public void ButtonSendEmoji(int id) { if (isMessageReady) { StartCoolDown(); object[] data = { id }; NetworkingManager.RaiseNetworkEvent(EnumNetworkEvent.Emoji, data); } }
/*------------------------------------------------------------------------------------------------------------------ * -- FUNCTION: SendMessageToServer * -- DATE: April 5, 2016 * -- REVISIONS: N/A * -- DESIGNER: Krystle Bulalakaw * -- PROGRAMMER: Krystle Bulalakaw * -- INTERFACE: void SendMessageToServer(List<Pair<string, string>> msg, int eventType) * -- List<Pair<string, string>> msg - the message to send * -- int eventType - the item event type * -- RETURNS: List<Pair<string, string>> - List of map event data * -- NOTES: * -- Sends a message to the server via Networking Manager's send_next_packet call. * ----------------------------------------------------------------------------------------------------------------------*/ void SendMessageToServer(List <Pair <string, string> > msg, int eventType) { var packet = NetworkingManager.send_next_packet(DataType.Item, eventType, msg, Protocol.TCP); if (Application.platform != RuntimePlatform.LinuxPlayer) { string temp = "[" + packet + "]"; NetworkingManager.instance.update_data(temp); } }
void networkingManager_MessageReceived(object sender, BlockPartyShared.MessageReceivedEventArgs e) { if (e.Message.Type == BlockPartyShared.NetworkMessage.MessageType.ServerGameState && (string)e.Message.Content == "Results") { NetworkingManager.Send(new NetworkMessage(NetworkMessage.MessageType.ClientResults, Score.GameScore)); ScoreManager.LatestScore = Score.GameScore; serverGameStateChanged = true; } }
public static void SendLobbyData(NetworkCode code) { // Construct json packet List <Pair <string, string> > packetData = new List <Pair <string, string> >(); if (code != NetworkCode.PlayerJoinedLobby) { packetData.Add(new Pair <string, string>(NetworkKeyString.PlayerID, GameData.MyPlayer.PlayerID.ToString())); } switch (code) { case NetworkCode.TeamChangeRequest: packetData.Add(new Pair <string, string>(NetworkKeyString.TeamID, GameData.MyPlayer.TeamID.ToString())); Send(NetworkingManager.send_next_packet(DataType.Lobby, (int)NetworkCode.TeamChangeRequest, packetData, Protocol.NA)); break; case NetworkCode.ClassChangeRequest: packetData.Add(new Pair <string, string>(NetworkKeyString.ClassID, ((int)GameData.MyPlayer.ClassType).ToString())); Send(NetworkingManager.send_next_packet(DataType.Lobby, (int)NetworkCode.ClassChangeRequest, packetData, Protocol.NA)); break; case NetworkCode.ReadyRequest: packetData.Add(new Pair <string, string>(NetworkKeyString.Ready, GameData.MyPlayer.Ready ? "1" : "0")); Send(NetworkingManager.send_next_packet(DataType.Lobby, (int)NetworkCode.ReadyRequest, packetData, Protocol.NA)); break; case NetworkCode.PlayerJoinedLobby: packetData.Add(new Pair <string, string>(NetworkKeyString.UserName, "\"" + GameData.MyPlayer.Username + "\"")); Send(NetworkingManager.send_next_packet(DataType.Lobby, (int)NetworkCode.PlayerJoinedLobby, packetData, Protocol.NA)); break; case NetworkCode.PlayerLeftLobby: SendingPacket = NetworkingManager.send_next_packet(DataType.Lobby, (int)NetworkCode.PlayerLeftLobby, packetData, Protocol.NA); Send(NetworkingManager.send_next_packet(DataType.Lobby, (int)NetworkCode.PlayerLeftLobby, packetData, Protocol.NA)); break; case NetworkCode.GameStart: SendingPacket = NetworkingManager.send_next_packet(DataType.Lobby, (int)NetworkCode.GameStart, packetData, Protocol.NA); Send(NetworkingManager.send_next_packet(DataType.Lobby, (int)NetworkCode.GameStart, packetData, Protocol.NA)); break; // NOTE:: Send packet indicating the team that slected the aman case NetworkCode.AmanSelection: packetData.Add(new Pair <string, string>(NetworkKeyString.TeamID, GameData.MyPlayer.TeamID.ToString())); packetData.Add(new Pair <string, string>(NetworkKeyString.AmanID, GameData.AllyKingID.ToString())); Send(NetworkingManager.send_next_packet(DataType.Lobby, (int)NetworkCode.AmanSelection, packetData, Protocol.NA)); break; case NetworkCode.ThemeSelection: packetData.Add(new Pair <string, string>(NetworkKeyString.Theme, ((int)GameData.CurrentTheme).ToString())); Send(NetworkingManager.send_next_packet(DataType.Lobby, (int)NetworkCode.ThemeSelection, packetData, Protocol.NA)); break; } }
void Awake() { if (Instance == null) { Instance = this; } else if (Instance != this) { Destroy(gameObject); } }
/*------------------------------------------------------------------------------------------------------------------ * -- FUNCTION: SendMessageToServer * -- DATE: April 1, 2016 * -- REVISIONS: N/A * -- DESIGNER: Krystle Bulalakaw * -- PROGRAMMER: Krystle Bulalakaw * -- INTERFACE: void SendMessageToServer(List<Pair<string, string>> msg, int eventType) * -- List<Pair<string, string>> msg - the message to send * -- int eventType - the map event type * -- RETURNS: List<Pair<string, string>> - List of map event data * -- NOTES: * -- Sends a message to the server via Networking Manager's send_next_packet call. * ----------------------------------------------------------------------------------------------------------------------*/ void SendMessageToServer(List <Pair <string, string> > msg, int eventType) { var packet = NetworkingManager.send_next_packet(DataType.Environment, eventType, msg, Protocol.TCP); string temp = "[" + packet + "]"; // Wrap JSON child into array // Fakes network data updates for local testing. Comment this line when actually testing on network. if (Application.platform != RuntimePlatform.LinuxPlayer) { NetworkingManager.instance.update_data(temp); } }
// Use this for initialization void Start () { //Check if instance already exists if (instance == null) //if not, set instance to this instance = this; //If instance already exists and it's not this: else if (instance != this) //Then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager. Destroy(gameObject); networkingManager = GetComponent<NetworkingManager>(); }
protected override void LoadContent() { bannerManager = new BannerManager(Content, GraphicsDevice); animationManager = new AnimationManager(Content); tileManager = new TileManager(Content, bannerManager); networkingManager = new NetworkingManager(bannerManager, tileManager, animationManager, Content.Load <SpriteFont>(@"Fonts\font")); fpsMonitor = new FpsMonitor(Content.Load <SpriteFont>(@"Fonts\font"), new Vector2(10, 10)); menuManager = new MenuManager(Content, bannerManager, networkingManager); screenshotManager = new ScreenshotManager(GraphicsDevice, Content.Load <SpriteFont>(@"Fonts\font")); spriteBatch = new SpriteBatch(GraphicsDevice); }
// Use this for initialization void Start() { if (!NetworkingManager.Connected) { NetworkingManager.Connect(); } NetworkingManager.MessageReceived += networkingManager_MessageReceived; ScoreText.text = ScoreManager.LatestScore.ToString(); }
void Awake() { if (instance == null) { instance = this; } else { Destroy(gameObject); } }
private void Start() { myDataConfirmed = false; readyToTurnWheel = false; otherPlayerDataReceived = false; _turnState = TurnState.none; _clientState = ClientState.none; nm = ServiceLocator.GetService <NetworkingManager>(); ConnectToTcpServer(); MessageReceived += nm.DecodeMessage; }
public void Awake() { if (Instance != null && Instance != this) { Destroy(gameObject); } else { Instance = this; DontDestroyOnLoad(gameObject); } }
// Use this for initialization void Start() { if (!NetworkingManager.Connected) { NetworkingManager.Connect(); } NetworkingManager.MessageReceived += networkingManager_MessageReceived; UserText.text = UserManager.Name; StartCoroutine("LoadProfilePicture", UserPictureTexture); }
/*----------------------------------------------------------------------------------------------------------------- * -- FUNCTION: Update * -- * -- DATE: April 04, 2016 * -- * -- DESIGNER: Spenser Lee * -- * -- PROGRAMMER: Spenser Lee * -- * -- INTERFACE: void Update() * -- * -- RETURNS: void * -- * -- NOTES: * -- Called once per frame. Waits for new incoming network messages and will update the lobby list if changes are * -- made. (e.g. new player, team changes etc.) * -----------------------------------------------------------------------------------------------------------------*/ void Update() { if (LobbyNetwork.connected) { string tmp = Marshal.PtrToStringAnsi(NetworkingManager.TCP_GetData()); if (!String.Equals(tmp, "[]")) { LobbyNetwork.ParseLobbyData(tmp); UpdateLobbyList(); } } }
void Start() { if (!Application.isEditor && FB.IsLoggedIn) { FB.API("/me", Facebook.HttpMethod.GET, OnGetMe); } else { PersonalName.text = "Player Name"; } networkingManager = GameObject.Find("Networking Manager").GetComponent<NetworkingManager>(); networkingManager.MessageReceived += networkingManager_MessageReceived; }
void Awake() { // If this is the first instance, make it the singleton. If a singleton already exists and another reference is found, destroy it if (instance == null) { instance = this; DontDestroyOnLoad(this); } else { if (this != instance) Destroy(this.gameObject); } }
// Use this for initialization void Start() { GameObject networkingManagerObject = GameObject.Find("Networking Manager"); if (networkingManagerObject == null) { Debug.LogWarning("Couldn't find the Networking Manager. Proceeding without networking..."); } else { networkingManager = networkingManagerObject.GetComponent<NetworkingManager>(); networkingManager.MessageReceived += networkingManager_MessageReceived; } round = Instantiate(RoundPrefab) as Round; }
/* * Start this script */ public void StartMe() { StartPlaying(); /* Set ourselves to be waiting for other players to join */ PhotonNetwork.player.SetCustomProperties(new ExitGames.Client.Photon.Hashtable() { {"waiting", true} }); InitialNumberOfTurns = RoundsLeftUntilLose; /* Load everything necessary for waiting for other players to load */ waitingCanvas = Resources.Load<GameObject>("Prefabs/UIPrefabs/WaitingCanvas"); networkingManager = Object.FindObjectOfType<NetworkingManager>(); // Networking manager if (Application.loadedLevelName != "Tutorial") instantiatedCanvas = Instantiate(waitingCanvas); // Create UI to block player from doing anything readyPlayers.Add(PhotonNetwork.player); // We have already instantiated our player /* Send an RPC to master client to tell a player to select their class */ if (!(bool)(PhotonNetwork.masterClient.customProperties["waiting"])) // Master client is in match maker GetComponent<PhotonView>().RPC("MatchMakerSendPlayerToClassSelect", PhotonNetwork.masterClient, null); else // Master client is in the same scene already GetComponent<PhotonView>().RPC("GameManagerSendPlayerToClassSelect", PhotonNetwork.masterClient, null); }